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Revision as of 05:59, 11 July 2013
In Eternal Darkness, Magick can be performed using runes that have been inscribed in a circle. Nearly all player characters can cast magick as soon as they find the Tome of Eternal Darkness, in which the obtained Spells and Runes are inscribed. Magick is used not only in combat, but also to solve many of the puzzles throughout the game. There are also many yellow-aligned barriers marked with Runes that cannot be passed until the denoted Rune is obtained.
In order to cast a spell, the character needs a Circle of Power, an Alignment Rune, an action Rune, a target Rune, and up to six Pargon (Power) Runes. The name and thus meaning of a Rune remains unknown to the characters until its Codex is also found, although this does not prevent the Rune from being used. Similarly, a Spell's recipe and effects remain unknown until its Spell Scroll is found.
The first Circle of Power found has 3 points, and produces the lowest power spells. During Heresy! (Chapter 7), Paul Luther finds the 5-point Circle of Power by playing the Oublié Cathedral's organ to open a cabinet, and during A war to end all wars (Chapter 9), Peter Jacob finds the 7-point circle by using a Trapper to remove a soldier blocking a door in the cathedral's basement. These circles allow two and four Pargon Runes to be added, respectively, in order to enhance the spells created with them.
Spells
Name | Runes | Description | MP Cost | ||||
Verb | Noun | 3 | 5 | 7 | |||
Enchant Item | Antorbok (Project) |
Magormor (Item) |
That which is broken, shall be fixed. That which is dull, will be sharp. Thus is the nature of the Enchant Item magick.
When cast, Enchant Item will fix a broken object, or imbue a weapon with the energy of one of the Ancients. Enchanted weapons will remain imbued for two minutes, and do extra damage against enemies weak to their alignment; x1.375 at level 3, x1.5 at level 5, and x2 at level 7. If the weapon is imbued with Mantarok's energy, its attacks will instead inflict a sapping effect on enemies. |
5 | 10 | 15 | |
---|---|---|---|---|---|---|---|
Recover | Narokath (Absorb) |
Santak (Self) |
This spell enables the transfer of magickal power from the environment to the self. Restoration of the body, spirit and mind is this spell's purpose.
When cast, Recover will replenish the user's gauges as determined by the spell's alignment. The gauges will recover 24 points at level 3, 40 at level 5, and 100 at level 7. Ulyaoth Recovers will simply recoup the Magick cost of the spell for no net gain, Xel'lotath Recovers will restore Sanity, Chattur'gha Recovers will restore Health at an increased cost, and Mantorok Recovers, the most expensive, will restore both Sanity and Health. |
X: C: M: |
10 30 40 |
20 40 50 |
30 50 60 |
Reveal Invisible | Narokath (Absorb) |
Redgormor (Area) |
When cast, Reveal Invisible will remove the glamour from a hidden target so that it is once again visible; these objects are usually marked with the alignment the spell must subjugate, as well as the level of spell that must be used. When aligned with Mantorok, it will instead render the character invisible to enemies for one minute. |
CXU: M: |
10 20 |
15 30 |
30 40 |
Damage Field | Bankorok (Protect) |
Redgormor (Area) |
When cast, Damage Field will generate a magical barrier that damages enemies on contact; 50 points at level 3, 100 at level 5, and 200 at level 7. When aligned with Mantorok, the barrier will also inflict a sapping effect on enemies. It can be dispelled with Dispel Magick. |
30 | 40 | 50 | |
Dispel Magick | Nethlek (Dispel) |
Redgormor (Area) |
This spell when cast, dispells barriers of certain alignments when the opposite alignment is cast. i.e. Chatturga dispelling a Xel'lotath barrier. Also, barriers can only be dispelled by the same point circle. so a 3 point circle cannot dispel a 5 point or 7 point spell. | ||||
Summon Trapper/Zombie/Horror | Tier (Summon) |
Aretak (Creature) |
Summons a creature of the corresponding alignment. (Zombie requires two Pargons, while a Horror needs four). The only alignment that cannot cast this is Mantorok. | ||||
Shield | Bankorok (Protect) |
Santak (Self) |
Casts a shield spell, which manifests as balls of light. The color depends on the alignment, but Mantorok adds a sapping effect for each ball of light. | ||||
Summon Zombie | Tier (Summon) |
Aretak (Creature) |
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Magickal Attack | Antorbok (Project) |
Redgormor (Area) |
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Summon Horror | Tier (Summon) |
Aretak (Creature) |
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Magick Pool | Tier (Summon) |
Redgormor (Area) |
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Bind | Bankorok (Protect) |
Aretak (Creature) |
Runes
Name | Meaning | Rune Location | Codex Location | Used by |
Chattur'gha |
N/A | Depends on the alignment chosen at the begining of the game[citation needed] | Depends on the alignment chosen at the begining of the game[citation needed] | All |
---|---|---|---|---|
Ulyaoth |
N/A | Depends on the alignment chosen at the begining of the game[citation needed] | Depends on the alignment chosen at the begining of the game[citation needed] | All |
Xel'lotath |
N/A | Depends on the alignment chosen at the begining of the game[citation needed] | Depends on the alignment chosen at the begining of the game[citation needed] | All |
Mantorok |
N/A | In Edwin Lindsey's chapter at the second level of the temple. Hidden behind a wall opened with a switch only accesible via a summoned Trapper | In Edwin Lindsey's chapter at the second level of the temple. Located behind the wall protected by the puprle magick barrier. | All except Summon Trapper/Zombie/Horror |
Bankorok |
Protect | Damage Field Shield Bind | ||
Tier |
Summon | Summon Trapper/Zombie/Horror Magick Pool | ||
Narokath |
Absorb | Recover Reveal Invisible | ||
Nethlek |
Dispel | Dispel Magick | ||
Antorbok |
Project | Enchant Item Magickal Attack | ||
Magormor |
Item | Enchant Item | ||
Redgormor |
Area | Reveal Invisible Damage Field Dispel Magick Magickal Attack Magick Pool | ||
Aretak |
Creature | Summon Trapper/Zombie/Horror Bind | ||
Santak |
Self | Recover Shield | ||
Pargon |
Power | All except Summon Trapper |